Christopher Mark Jones, UK
Email: cjones.keqms@gmail.com (telephone on request)
Currently working as a member of PixelSpill, as of 2015.
A 2013 graduate of the University of Bolton, Games Art. I have experience working with Unity, the Unreal Development Kit, the Source Engine and a variety of smaller, older engines courtesy of modding games long past (the freeware Spring RTS Engine, Total Annihilation, Goldsrc...). I've been in four mod teams thus far, aiding in the creation of Nightmare House 2, Jailbreak Source, No More Room In Hell and GraviNULL.
I've done 3D work in 3ds Max, Wings3D and Blender and experimented with a wide variety of 2D art / texturing programs: Photoshop, ArtRage, GIMP, ArtWeaver, 3d-Coat and Bodypaint. I also have experience in using Z-Brush and Mudbox, CrazyBump and nDo2. I can model, texture, rig, animate, author shaders and have been dabbling in procedural modelling.
I have practical knowledge of C# from using Unity, and am in the process of picking up Unrealscript. I have also used various in-editor based scripting systems; the I/O logic system of Hammer and the node-based Kismet system of the UDK, having implemented custom gamemodes in both (King of the Hill gameplay for Jailbreak: Source entirely via in-map IO scripting, and a custom bag collection mechanic for a Mirror's Edge level using the unofficial "community" editor).
Email: cjones.keqms@gmail.com (telephone on request)
Currently working as a member of PixelSpill, as of 2015.
A 2013 graduate of the University of Bolton, Games Art. I have experience working with Unity, the Unreal Development Kit, the Source Engine and a variety of smaller, older engines courtesy of modding games long past (the freeware Spring RTS Engine, Total Annihilation, Goldsrc...). I've been in four mod teams thus far, aiding in the creation of Nightmare House 2, Jailbreak Source, No More Room In Hell and GraviNULL.
I've done 3D work in 3ds Max, Wings3D and Blender and experimented with a wide variety of 2D art / texturing programs: Photoshop, ArtRage, GIMP, ArtWeaver, 3d-Coat and Bodypaint. I also have experience in using Z-Brush and Mudbox, CrazyBump and nDo2. I can model, texture, rig, animate, author shaders and have been dabbling in procedural modelling.
I have practical knowledge of C# from using Unity, and am in the process of picking up Unrealscript. I have also used various in-editor based scripting systems; the I/O logic system of Hammer and the node-based Kismet system of the UDK, having implemented custom gamemodes in both (King of the Hill gameplay for Jailbreak: Source entirely via in-map IO scripting, and a custom bag collection mechanic for a Mirror's Edge level using the unofficial "community" editor).